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Steev42
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Join Date: Nov 2010
Posts: 70

Old February 8th, 2014, 07:54 AM
Quote:
Originally Posted by Shadowchaser View Post
The Fate Fractal- Using fate attributes to make sidekicks, vehicles, special weapons, and so forth. Without this, I'm probably going to need to default to a word processor for many of my NPCs.

A quick "Minor NPC creator" that uses the various levels of mook/NPC from Fate Core pages 215 to 217 as a basis, and a toggle for "Mob" and the number of members in the mob. This will be especially helpful in using the software to track fight scenes.
These two are both things I discovered in my first five minutes using it. The Fractal is practically a must. I need to be able to have sub-"characters" tied to my main character.

And since I started out making an NPC, I discovered that authentication wouldn't let me move on with undeclared skills.

However, in answer to some of Shadowchaser's other questions, I found it quite easy to set up the choices for a campaign. Open up an editor, add a new campaign, and you basically have the game creation worksheet from the Core book in front of you. Skill are likewise pretty easy to handle. I could see a need for a 'choice' option on skill pyramid/columns, though. I'd also like to see the "Stress Tracks" option--creation of new stress tracks other than Physical and Mental. Social, Wealth, Hunger, etc. could all be added. Even better if they could have individual default boxes.

Regarding extras--I think they need to be in there. I'd love to see them as an extra tab in the editor. I can understand some of them would be hard to implement (multi-zone monsters, magic systems, etc.), but if you could at least let the Campaign creator attempt it, that would be awesome.

More thoughts:
I have a stunt on one NPC I have in play that changes his '1' physical stress to a '2', and his '2' to an additional '3'. (Two shifts, folks!) As best as I can tell, you have the stress boxes forced to be equivalent to their position in the list. I'd like to see this changed somehow...because this could have an effect on mobs, too. A mob can have a stress meter of (say) 3 1-shift boxes.

Just discovered:
I created a campaign, and altered the skill list for the campaign. When I create a character using that campaign, no skills show up. It appears that the three 'default' campaigns have skills hard coded in some manner, as none of them have any skills listed in the editor, but they show up when working on characters.

Last edited by Steev42; February 8th, 2014 at 08:41 AM. Reason: Additional Ideas from Continual Playing
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